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Emo Skellington
The Neutral Zone Psychotic Alliance
101
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Posted - 2014.08.04 13:02:00 -
[1] - Quote
On behalf of ground AV and Rail tanks, i have some issues to bring to attention .
I feel like this issue got pushed under the rug after the 1.7 update ...or the 1.8...i cant remember that good.
The issue is the range of the Rail tanks and Forge gun weapons charge distance.
After being cut in half we experienced a huge cut back on our abilities and as both a tanker and FGer since i started i feel like the range should come back.
We ALL know that the range seemed overpowered and all that but the thing you dont realize is that if they are going to nerf the range and a high voltage charge..... they dont need to.
Do some programming where instead of nerfing the damage, just create a dissapting damage.
ALL STATS ARE ESTIMATES of what we could do.
Forge Gun Optimal range- 400m Falloff- 900m after 400 m the charge loses 10% of the damage every 100m or for more exact damage we could do 5% ever 50 m after 400m.
So right before the falloff and the charge completely dissipates it ends up with only about half the damage. Seems fair?
Rail cannons optimal range- 600m falloff range 1100m
same dissipation rate as FG
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anaboop
Dem Durrty Boyz General Tso's Alliance
131
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Posted - 2014.08.04 13:15:00 -
[2] - Quote
I would rather see for rail tanks, militia 300m, basic 350-400m adv 400-500, proto 500-600.
Or something like that. Which would discourage the rail tank as a main av that gets spammed by all cause its cheap.
As for FG, nothing to say never used.
Fully sick Anaboop trading card
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Everything Dies
BIKINI BOTTOM BRIGADE
894
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Posted - 2014.08.04 13:38:00 -
[3] - Quote
1. Having just recently just skilled up to 4 in forge guns (currently using the Assault version) and being a frequent tanker, I'd leave FGs where they're at. They currently have almost double the range of a swarm's lock-on, and anything higher would effectively make tanks complete non-factors.
2. Rail guns do need an increase to range, but only if done in combination with either a flat reduction in damage or the introduction of fall-off damage (1% per 10 meters traveled.) Max range of 500 meters would hit at 50%, so you could still do about 600-700 damage with each shot.
Mike Patton is the greatest singer in music. Proof:
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Pvt Numnutz
Prophets of the Velocirapture
1740
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Posted - 2014.08.04 16:36:00 -
[4] - Quote
Yes let's let people redline camp with tanks again! I'm on board 100%! Let's also make sure forge guns stay where they are so they can't do anything about, because let's be honest they are already good.
True tanking is red line to red line, none of this maneuvering or driving. Tracks are only for moving towards and backwards in the red!
I totally support this. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1750
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Posted - 2014.08.04 16:58:00 -
[5] - Quote
Pvt Numnutz wrote:Yes let's let people redline camp with tanks again! I'm on board 100%! Let's also make sure forge guns stay where they are so they can't do anything about, because let's be honest they are already good.
True tanking is red line to red line, none of this maneuvering or driving. Tracks are only for moving towards and backwards in the red!
I totally support this.
A good forge gunner can reach out and touch redline tankers. I do it for the funzies. No, we do not need any range increase. The buff to damage mods will quite bluntly be enough. Forge sniping vehicles can be done at very nice ranges, from positions that are hard to get to by vehicles or infantry. No I'm not talking about the spots you have to get to by dropship. I mean high points with good coverage and open fields of fire.
Railguns should NOT get ANY range increases, as it will encourage deeper redline sniping on the part of both HAVs, and Forge Gunners. Nothing that encourages deeper redline sniping should be a thing. |
Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1007
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Posted - 2014.08.04 17:00:00 -
[6] - Quote
Pvt Numnutz wrote:Yes let's let people redline camp with tanks again! I'm on board 100%! Let's also make sure forge guns stay where they are so they can't do anything about, because let's be honest they are already good.
True tanking is red line to red line, none of this maneuvering or driving. Tracks are only for moving towards and backwards in the red!
I totally support this. IKR , many would love for a rail to cover the whole map again , so when you die by a rail and don't know where it came from because there sitting totally across the map away , that will add to the mystery .
What you suggest will dummy down the game play yet again and give an advantage to no-skilled hacks , NO range increase , I use Forges as well and if you can't cut it the way it is then maybe you need to find something else that your good at or Get Gud !!!
You seen from the last event that kills can be had if you put forth some effort and leave the redline , If you want to be A TANKER then you need to CONFRONT tankers in their zone , not a whole map away ... that's not skill , if you want to forge then get in position and not a whole map away , put yourself at risk and get in the zone and accomplish the task at hand ... you ( OP ) must be one of those redline Thale snipers .
Get your boots on the ground and stop trying to hide in the redline .
I do it and so do many others , it's time that you ( OP ) joined the party .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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Shinobi MumyoSakanagare ZaShigurui
Kyoudai Furinkazan
1007
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Posted - 2014.08.04 17:02:00 -
[7] - Quote
No buffs to damage mods either .
Stick to your guns and invest in them , damage mods only cover that up .
You would think that CCP would have given the infantry refund that should have been in 1.8.
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Mejt0
Made in Poland... E-R-A
247
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Posted - 2014.08.04 17:35:00 -
[8] - Quote
Side note.
Not every tanker on redline is a noob. If enemy ADS hide at MCC sky lvl, you can only take him down from redlline, where you can point you tank in __/|_ position
-~-~-Caldari Loyalist-~-~-
Markiplier fan.
Hollywood Undead ,rocks.
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Dauth Jenkins
Merc-0107
556
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Posted - 2014.08.04 18:54:00 -
[9] - Quote
You do realize most maps are smaller than 600 meters, right. It was reduced to keep people from sitting in the red line. Even at 300 meters, on some maps you can still sit in the red line and shoot across it (manus peak domination setup)
-Sincerely
--The Dual Swarm Commando
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
1754
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Posted - 2014.08.04 20:55:00 -
[10] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:No buffs to damage mods either .
Stick to your guns and invest in them , damage mods only cover that up .
You mean my maxed skill forge guns? I fail to see how damage mods will cover up rather than add to pure awesome.
Bring more party tanks. The last ones were delicious. |
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Thumb Green
The Valyrian Guard
1198
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Posted - 2014.08.04 21:11:00 -
[11] - Quote
The range is fine, 300 meters in any given direction is more than enough danger zone. Though I feel the forge gun could use a reduction in it's charge time; freaking small missile launchers can easily kill a sentinel in the time it takes to charge up a single shot even with the AFG and sentinels are resistant to explosives.
Kill Scotty
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Monkey MAC
Rough Riders..
3242
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Posted - 2014.08.04 23:21:00 -
[12] - Quote
Mejt0 wrote:Side note.
Not every tanker on redline is a noob. If enemy ADS hide at MCC sky lvl, you can only take him down from redlline, where you can point you tank in __/|_ (50-60-¦) position
If an ADS is hiding at MCC level, he sure as hell won't be firing at anything. MCC's are about 200m up, greater than the range of light turrets, but not rather anoingingly forge guns.
Why do you feel the need to blow-up a dropship currently doing nothing? Blow him up as soon as he tries to descend!
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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